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          pixijs＋webgl实现城市交通模拟
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        <h1 id="交通模拟器"><a href="#交通模拟器" class="headerlink" title="交通模拟器"></a>交通模拟器</h1><p>汽车的行驶以及等红绿灯的场景进行模拟，使用了<code>pixi</code>和<code>webgl</code>去实现的。<br>webgl主要是用在pixi中spite的<code>着色器</code>的编写。</p>
<span id="more"></span>
<h1 id="预览"><a href="#预览" class="headerlink" title="预览"></a>预览</h1><p><a target="_blank" rel="noopener" href="https://deardreamweb.github.io/traffic_simulator.github.io/">github预览地址</a><br><a target="_blank" rel="noopener" href="https://flyingwxb.gitee.io/traffic_simulator.gitee.io">gitee预览地址</a><br><a target="_blank" rel="noopener" href="https://github.com/dearDreamWeb/traffic_simulator.github.io">github项目地址</a><br>如果感觉不错的话，给个star⭐️</p>
<h1 id="界面"><a href="#界面" class="headerlink" title="界面"></a>界面</h1><p><img data-src="https://resource.blogwxb.cn/traffic_simulator/QQ20221020-215230.gif" alt="功能"></p>
<h1 id="功能"><a href="#功能" class="headerlink" title="功能"></a>功能</h1><p><img data-src="https://resource.blogwxb.cn/traffic_simulator/screenshot_2.png" alt="功能标注"><br>👉🏻右侧区域： </p>
<ul>
<li>可以看到当前的帧率</li>
<li>暂停按钮可以让动画暂停，再次点击即可继续动画</li>
</ul>
<p>👈🏻左侧区域：<br>汽车的模式目前是有四种：<code>原始模式</code>、<code>多彩模式</code>、<code>多彩闪光模式</code>、<code>简笔画模式</code>。  </p>
<ul>
<li><code>多彩模式</code>是可以让原始的汽车颜色进行更换多种颜色的更换</li>
<li><code>多彩闪光模式</code>是让汽车颜色一直随机变</li>
<li><code>简笔画模式</code>是让汽车是简笔画的形态<br>这三部分是通过<code>pixi</code>的<code>sprite</code>用的<code>webgl</code>来写了一部分<code>sharder</code>完成的。</li>
</ul>
<p>🚗车辆管理区域：<br>目前就两款车型，可以控制道路上行驶的车辆类型，<code>禁用</code>可以让该类型的车辆不在道路上行驶，<code>启用</code>则是相反，允许该车辆行驶。</p>
<h1 id="技术实现"><a href="#技术实现" class="headerlink" title="技术实现"></a>技术实现</h1><p>首先车辆的行驶方向是上下左右四个方向，这四个方向的车辆我这里是采用了<code>链表</code>的数据结构。<br>为什么要使用链表这种数据结构呢？<br>回答：老子乐意！！！<br>其实是平时只有刷算法题的时候才用到链表，平时工作用不到，所以就想用用链表来实现。当然用<code>数组也能实现</code>。由于车辆要不断地删除添加的操作所以链表的效率会更高一些。这个项目中用到的链表也挺不难，就是链表的添加和删除，会这两个就能进行车辆的添加和删除。</p>
<h2 id="车辆添加"><a href="#车辆添加" class="headerlink" title="车辆添加"></a>车辆添加</h2><p>车辆是<code>pixijs</code>的<code>sprite</code>，每种类型的车辆都是分为<code>上下左右</code>四张图片。</p>
<p><img data-src="https://resource.blogwxb.cn/traffic_simulator/screenshot_3.png" alt="未命名.png"></p>
<p>添加车辆就是在链表的最后添加上sprite，存储数据是 <code>carData</code>，它是个useRef。是分为<code>left right top bottom</code>四个字段，代表四个方向，每个字段都是一个链表，是每个方向的车辆。根据每个方向要对sprite 进行x，y点进行初始化，根据前一个链表节点的x和y，计算添加车辆的x和y。</p>
<figure class="highlight js"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br><span class="line">41</span><br><span class="line">42</span><br><span class="line">43</span><br><span class="line">44</span><br><span class="line">45</span><br><span class="line">46</span><br><span class="line">47</span><br><span class="line">48</span><br><span class="line">49</span><br><span class="line">50</span><br><span class="line">51</span><br><span class="line">52</span><br><span class="line">53</span><br><span class="line">54</span><br><span class="line">55</span><br><span class="line">56</span><br><span class="line">57</span><br><span class="line">58</span><br><span class="line">59</span><br><span class="line">60</span><br></pre></td><td class="code"><pre><span class="line"><span class="comment">// direction ： 方向  WIDTH 画布的宽度 HEIGHT 画布的高度  ROADWIDTH 道路的宽度</span></span><br><span class="line"><span class="comment">// 该链表如果存在节点最后添加节点，没有节点直接放入</span></span><br><span class="line"><span class="keyword">if</span> (carData.<span class="property">current</span>[direction]) &#123;</span><br><span class="line">  <span class="keyword">let</span> current = carData.<span class="property">current</span>[direction]!;</span><br><span class="line">  <span class="comment">// 拿到最后一个节点</span></span><br><span class="line">  <span class="keyword">while</span> (current.<span class="property">next</span>) &#123;</span><br><span class="line">    current = current.<span class="property">next</span>!;</span><br><span class="line">  &#125;</span><br><span class="line">  <span class="comment">// 根据最后一个节点计算出要添加节点的位置</span></span><br><span class="line">  <span class="keyword">switch</span> (direction) &#123;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">&#x27;left&#x27;</span>:</span><br><span class="line">      sprite.<span class="property">y</span> = (<span class="variable constant_">HEIGHT</span> - <span class="variable constant_">ROADWIDTH</span>) / <span class="number">2</span> + <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">      <span class="keyword">if</span> (current.<span class="property">val</span>.<span class="property">x</span> &gt;= <span class="variable constant_">WIDTH</span> - <span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>) &#123;</span><br><span class="line">        sprite.<span class="property">x</span> = current.<span class="property">val</span>.<span class="property">x</span> + <span class="variable constant_">CARLENGTH</span> * <span class="number">1.5</span>;</span><br><span class="line">      &#125; <span class="keyword">else</span> &#123;</span><br><span class="line">        sprite.<span class="property">x</span> = <span class="variable constant_">WIDTH</span> - <span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">      &#125;</span><br><span class="line">      <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">&#x27;right&#x27;</span>:</span><br><span class="line">      sprite.<span class="property">y</span> = <span class="variable constant_">HEIGHT</span> / <span class="number">2</span> + <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">      <span class="keyword">if</span> (current.<span class="property">val</span>.<span class="property">x</span> &lt;= -<span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>) &#123;</span><br><span class="line">        sprite.<span class="property">x</span> = current.<span class="property">val</span>.<span class="property">x</span> - <span class="variable constant_">CARLENGTH</span> * <span class="number">1.5</span>;</span><br><span class="line">      &#125; <span class="keyword">else</span> &#123;</span><br><span class="line">        sprite.<span class="property">x</span> = -<span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">      &#125;</span><br><span class="line">      <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">&#x27;top&#x27;</span>:</span><br><span class="line">      sprite.<span class="property">x</span> = <span class="variable constant_">WIDTH</span> / <span class="number">2</span> + <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">      <span class="keyword">if</span> (current.<span class="property">val</span>.<span class="property">y</span> &gt;= <span class="variable constant_">HEIGHT</span> + <span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>) &#123;</span><br><span class="line">        sprite.<span class="property">y</span> = current.<span class="property">val</span>.<span class="property">y</span> + <span class="variable constant_">CARLENGTH</span> * <span class="number">1.5</span>;</span><br><span class="line">      &#125; <span class="keyword">else</span> &#123;</span><br><span class="line">        sprite.<span class="property">y</span> = <span class="variable constant_">HEIGHT</span> + <span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">      &#125;</span><br><span class="line">      <span class="keyword">break</span>;</span><br><span class="line">    <span class="keyword">case</span> <span class="string">&#x27;bottom&#x27;</span>:</span><br><span class="line">      sprite.<span class="property">x</span> = <span class="variable constant_">WIDTH</span> / <span class="number">2</span> - <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">      <span class="keyword">if</span> (current.<span class="property">val</span>.<span class="property">y</span> &lt;= -<span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>) &#123;</span><br><span class="line">        sprite.<span class="property">y</span> = current.<span class="property">val</span>.<span class="property">y</span> - <span class="variable constant_">CARLENGTH</span> * <span class="number">1.5</span>;</span><br><span class="line">      &#125; <span class="keyword">else</span> &#123;</span><br><span class="line">        sprite.<span class="property">y</span> = -<span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">      &#125;</span><br><span class="line">      <span class="keyword">break</span>;</span><br><span class="line">  &#125;</span><br><span class="line">  current.<span class="property">next</span> = <span class="keyword">new</span> <span class="title class_">ListNode</span>(sprite);</span><br><span class="line">&#125; <span class="keyword">else</span> &#123;</span><br><span class="line">  <span class="keyword">if</span> (direction === <span class="string">&#x27;left&#x27;</span>) &#123; <span class="comment">// 向左行驶的车辆位置</span></span><br><span class="line">    sprite.<span class="property">y</span> = (<span class="variable constant_">HEIGHT</span> - <span class="variable constant_">ROADWIDTH</span>) / <span class="number">2</span> + <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">    sprite.<span class="property">x</span> = <span class="variable constant_">WIDTH</span> - <span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">  &#125; <span class="keyword">else</span> <span class="keyword">if</span> (direction === <span class="string">&#x27;right&#x27;</span>) &#123; <span class="comment">// 向右行驶的车辆位置</span></span><br><span class="line">    sprite.<span class="property">y</span> = <span class="variable constant_">HEIGHT</span> / <span class="number">2</span> + <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">    sprite.<span class="property">x</span> = -<span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">  &#125; <span class="keyword">else</span> <span class="keyword">if</span> (direction === <span class="string">&#x27;top&#x27;</span>) &#123;  <span class="comment">// 向上行驶的车辆位置</span></span><br><span class="line">    sprite.<span class="property">x</span> = <span class="variable constant_">WIDTH</span> / <span class="number">2</span> + <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">    sprite.<span class="property">y</span> = <span class="variable constant_">HEIGHT</span> + <span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">  &#125; <span class="keyword">else</span> <span class="keyword">if</span> (direction === <span class="string">&#x27;bottom&#x27;</span>) &#123;  <span class="comment">// 向下行驶的车辆位置</span></span><br><span class="line">    sprite.<span class="property">x</span> = <span class="variable constant_">WIDTH</span> / <span class="number">2</span> - <span class="variable constant_">ROADWIDTH</span> / <span class="number">4</span>;</span><br><span class="line">    sprite.<span class="property">y</span> = -<span class="variable constant_">CARLENGTH</span> / <span class="number">2</span>;</span><br><span class="line">  &#125;</span><br><span class="line">  carData.<span class="property">current</span>[direction] = <span class="keyword">new</span> <span class="title class_">ListNode</span>(sprite);</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>
<h2 id="车辆行驶"><a href="#车辆行驶" class="headerlink" title="车辆行驶"></a>车辆行驶</h2><p>车辆行驶需要考虑几点：</p>
<ul>
<li>当前面红灯怎么办？</li>
<li>后面的车辆要撞到前一个车辆怎么办？</li>
<li>为了灵活性，汽车什么时候加速，什么时候减速？</li>
</ul>
<p>下面一一解答：</p>
<ul>
<li>当为红灯的时候，下一步就要闯红灯了，这时需要让车辆停止，位置一直保持为原来的位置</li>
<li>后面的车要撞到前面的车，有两种情况：一种是前面的车在等红绿灯，另一种是都是行驶状态，后面车的车速大于前面车的车速。这时候需要设置一个<code>阈值 min</code>，当后车与前车的距离小于这个<code>min</code>的时候，需要让后车相对于前车速度进行减速，如果减速还是会小于这个<code>min</code>的话，说明前车在等红绿灯，这时候后车的位置等于这个<code>min</code>就行了，保证不小于这个<code>min</code>。</li>
<li>上面说设置一个车距之间的最小<code>阈值 min</code>，是为了让车减速，加速则是要设置车距之间的最大<code>阈值 max</code>，车距超过这个<code>max</code>就进行加速操作。<br>代码就不展示了，主要是链表的遍历去对每辆车进行计算。</li>
</ul>
<h2 id="车辆模式"><a href="#车辆模式" class="headerlink" title="车辆模式"></a>车辆模式</h2><p>因为<code>pixijs</code>默认是使用<code>webgl</code>去进行渲染的，<code>sprite</code>是<code>支持使用webgl编写着色器的</code>。根据选择的不同模式进行着色器sharder的编写完成的。  </p>
<p><code>多彩模式</code>：生成一个<code>随机的rgb</code>三个通道的值，然后到通过<code>uniform</code>传入到片元着色器与当前的色值进行<code>相乘</code>，深色部分打算是保留下来的，所以设置一个<code>阈值</code>，超过这个阈值代表<code>浅色</code>，浅色部分会去跟随机rgb进行相乘。</p>
<p><code>多彩闪光模式</code>：和多彩模式实现是一样的，区别是动画每帧都会使用多彩，所以有了多彩闪光的一个效果。</p>
<p><code>简笔画模式</code>：这个是我写多彩模式的sharder无意间实现出来的，原理也是很简单的，将浅色部分都变成白色，只留下深色部分，就是简笔画的效果。</p>
<figure class="highlight js"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br></pre></td><td class="code"><pre><span class="line"><span class="comment">/**</span></span><br><span class="line"><span class="comment"> * 汽车颜色滤镜</span></span><br><span class="line"><span class="comment"> * <span class="doctag">@param</span> <span class="variable">sprite</span></span></span><br><span class="line"><span class="comment"> */</span></span><br><span class="line"><span class="keyword">export</span> <span class="keyword">const</span> <span class="title function_">carFilterColor</span> = (<span class="params">sprite: Sprite, type?: number</span>) =&gt; &#123;</span><br><span class="line">  <span class="keyword">const</span> fragStr = <span class="string">`</span></span><br><span class="line"><span class="string">    varying vec2 vTextureCoord;</span></span><br><span class="line"><span class="string">    uniform sampler2D uSampler;</span></span><br><span class="line"><span class="string">    uniform vec2 size;</span></span><br><span class="line"><span class="string">    uniform vec3 secondaryColor;</span></span><br><span class="line"><span class="string">    uniform float type;</span></span><br><span class="line"><span class="string">    </span></span><br><span class="line"><span class="string">    void main(void)&#123;</span></span><br><span class="line"><span class="string">      vec2 uv = size;</span></span><br><span class="line"><span class="string">      vec4 color = texture2D(uSampler, vTextureCoord);</span></span><br><span class="line"><span class="string">      // 阈值</span></span><br><span class="line"><span class="string">      float num = 0.3;</span></span><br><span class="line"><span class="string">      if(type != 0.0)&#123;</span></span><br><span class="line"><span class="string">        if(color.r &gt; num || color.g  &gt;= num || color.b &gt;= num)&#123;</span></span><br><span class="line"><span class="string">            if(type == 1.0 || type == 2.0 )&#123; / 多彩或多彩闪光模式</span></span><br><span class="line"><span class="string">                color.rgb *= secondaryColor;</span></span><br><span class="line"><span class="string">            &#125;else if (type == 3.0)&#123;  // 简笔画模式</span></span><br><span class="line"><span class="string">                color.rgb = vec3(1.0);</span></span><br><span class="line"><span class="string">            &#125;</span></span><br><span class="line"><span class="string">        &#125;</span></span><br><span class="line"><span class="string">        color.rgb = clamp(vec3(0.0),color.rgb,vec3(1.0));</span></span><br><span class="line"><span class="string">      &#125;</span></span><br><span class="line"><span class="string">      gl_FragColor = color;</span></span><br><span class="line"><span class="string">    &#125;</span></span><br><span class="line"><span class="string">  `</span>;</span><br><span class="line">  <span class="keyword">let</span> filter = <span class="keyword">new</span> <span class="variable constant_">PIXI</span>.<span class="title class_">Filter</span>(<span class="literal">undefined</span>, fragStr, &#123;</span><br><span class="line">    <span class="attr">secondaryColor</span>: [</span><br><span class="line">      <span class="title class_">Math</span>.<span class="title function_">random</span>() + <span class="number">0.6</span>,</span><br><span class="line">      <span class="title class_">Math</span>.<span class="title function_">random</span>() + <span class="number">0.6</span>,</span><br><span class="line">      <span class="title class_">Math</span>.<span class="title function_">random</span>() + <span class="number">0.6</span>,</span><br><span class="line">    ],</span><br><span class="line">    <span class="attr">type</span>: type || <span class="number">0</span>,</span><br><span class="line">  &#125;);</span><br><span class="line">  sprite.<span class="property">filters</span> = [filter];</span><br><span class="line">&#125;;</span><br></pre></td></tr></table></figure>


<p>还有一些细节点就不一一赘述了，如：交通灯的设计和控制、车辆类型的控制等等。</p>

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